I'd like to see the ability to switch multiple items in inventory simultaneously (equipment configuration hot keys) Put on all your undead hunting gear and set the hot key then switch over to you giant slayer gear with a single button push. This concept would also be nice for spell books. Set all the slots for memorized spells in your book and then define that as a spell configuration that can be restored with a single button push. Then you could have your solo config and your party buffer config and your party mega artillery config available with a single button push and rest.
Adjustable eye-color at character creation.
All excellent suggestions. What I'd like to see most of all is a combat engine that factors in how "fresh" a fighter is when he attacks and does damage. Naturally a bright-eyed and bushy-tailed unwounded fighter will perform better than one who's dangling at 1hp near death. Long battles should be truly brutal, with the same foes you're fighting getting progressively tougher as your endurance runs down and your physical body is being torn apart. This is why I love Shadowrun so much; it obliterates the Rambo stereotype that a guy can run around all day with 6 bullets in his chest as if nothing was wrong.Another thing I'd like to see is a shift away from the cast&forget system of magic. Instead, a mana system where you drain energy as you cast more spells is far more realistic, witht he mana bar slowly replenishing so that spellcasters are best off resting between big blasts. Also, spells themselves should gain in power and ferocity as you train them, so that a lvl 15 wizard's fireball blows a lvl 5 wizard's one out of the water. If the spellcaster could further set his OWN power level with his spells, say he wants to cast a lvl 5 fireball vs the lvl 15 one his can surely cast, then it should drain him less and he should be able to cast more of them before resting. Furthermore, the spellcaster should get *tired* from casting spells, not just simply run out of mana. If his mana bar is half full, he should be moving at half speed and disorientated/exhausted, and when his bar is empty, he should pass out in the field of combat. Maybe also casting spells PAST the "zero mana" point should not only knock him out, but also take a chunk out of his actual health to represent his body being overtaxed by uncrontrolled energy.As for classes, I say abandon them altogether ala Shadowrun & Oblivion. It's far more realistic to say that a man is a collection of the skills he possesses rather than a stereotypical cookie-cutter class like we have in D&D. Maybe somebody would like a martial artist who casts healing spells and has high scholarly and diplomacy skills like a holy monk... or perhaps a spellswordlike blaster/fighter combat mage who gets in the thick of it for maximum carnage... or a "dirty fighter" type who has the offense and defense of a melee master but takes cheap shots and sneaks around like a rogue. What they are should be a factor of what they train, and no form of training should be entirely restricted from anybody who's willing to sink in the effort to do so.The very notion of levels altogether is abhorrent; far better is it to just train skills and stats directly with experience points than to save up all your training for certain murderous thresholds of "x amount of enemies are dead, now I can get better!" Training ones abilities should be a constant and gradual thing; people get stronger, people get better, but not overnight.In essence I'd like to see a classless, levelless, capless system of character advancement where it's less about seeing a power-rating over people's heads, but more to actually see a player in action for one to gauge their "experience". I for one am far more afraid of the guy who confides in me that he was a sniper in 'Nam who killed 14 vietcongs with his survival knife vs. some guy who tells me what color/degree his blackbelt is.
Also... please please abandon the nine little box style of alignment. =)